/*
 * @Author: hongbin
 * @Date: 2022-10-13 22:20:50
 * @LastEditors: hongbin
 * @LastEditTime: 2022-10-21 21:54:15
 * @Description: 辉光纹理
 */
varying vec2 vUv;
varying vec3 vPosition;
uniform float time;
uniform sampler2D currTexture;
uniform float v1;
uniform float v2;
uniform float v3;
uniform float v4;
uniform float GeometryWidth;
uniform float GeometryHeight;
uniform float GeometryDepth;
uniform float baseColorR;
uniform float baseColorG;
uniform float baseColorB;

float PI = 3.14;

void main() {

    vec4 color = vec4(baseColorR, baseColorG, baseColorB, 1);
    //最大距离

    float axisX = 1.0 - smoothstep(0.0, 1.0, abs(0.5 - vUv.x) * 2.0);
    float axisY = 1.0 - smoothstep(0.0, 1.0, abs(0.5 - vUv.y) * 2.0);
    color.w = v2 == 0. ? 0.5 : v2;

    gl_FragColor = vec4(color);
}
